Ed Oscuro
Joined: 11 Nov 2006
Posts: 682
Location: Bevin Field Office - KI: 01350736
I don't like the concepts I viewed, but appreciate the effort. I didn't click all of them, but I believe I have the general theme. The only feature I see that I like is Tweek's magnifying the avatar creation dressing doll to take up more of the screen, but I don't like how the rest of that window is implemented.
Aside from the readability problems posed by the font in Gehn's examples, I think that any attempt to mix the back-end stuff with the immersive experience of Uru is missing the point of the game somewhat.
Uru, through the versions I've played, has the following major interface elements:
The "backend" (I know this isn't technically the backend, but I"m appropriating the term): Tools such as the login screen, player creation, video options, key binding; stuff you find by pulling up menus and at the start screen.
The in-game KI and device consoles: Function with quirks and features you'd expect from real-world devices.
The BRIDGE: Design elements, such as the pull-up menu on the bottom of the screen, that allow you to access certain functions that aren't used often, such as the video options or key bindings, in-game.
My thoughts about this setup:
First off, keeping the "backend" tools as far from the main game experience as possible is a good goal. In my view, the minimalist boxes pulled up at the beginning or by the bridge do as little as possible to disrupt the notion that you're in a new world; they kinda remind me of using an old black and white Macintosh computer and then going about your normal business.
My problem with Gehn's, aside from the font and a number of other artistic concerns, is that there's a mix of artwork and text that tries to draw you into the feeling you're in Uru. Notice that the original Uru "backend" is pretty standard, like that old Macintosh computer; most users won't use the key bindings or video options more than a few times at the beginning, when they're expected to be thinking along the lines of normal out-of-cavern people about what's in the game - back when they're on the Cleft, in fact. The only time you'll usually see this backend is when starting up a game, which is appropriate as the login tools serve as a portal from our world into Uru's. Suspension of disbelief is minimized.
My problem with Tweek's is similar; it's throwing a layer over the game world. I don't think anything is achieved from spoiling (if that's not in-Cavern character modification while logged in I'm looking at, which would be a rather odd, although unique, feature) what the City looks like from the get-go, and I don't think it's a good idea to alter the way the actual game world looks for the sake of a black-and-white high-contrast interface. Recall that the tools, brought up by the bridge, are a little window pasted onto the game world, like a sign in your path. You can knock them down and go right back into the game whenever you like. Importantly, the game world around you is not dimmed or placed behind a translucent layer or any other stuff; it's kinda like the modern FPS games where a character holds up some random gadget and the rest of the world remains as before (perhaps blurred, but I have issues with that since it assumes a person will hold their focus right onto a spot, which is unrealistic).
tl;dr: Tweek's design, in my view, assumes a player focus. You can't really look around the game world much with a "backend" tool window opened, but the idea is that it's less jarring.
I'll let somebody with more experience discuss the basic negatives of high-contrast text on computers. Note that although that was written in the age of CRTs, a lot of the lessons it describes are still with us, including "vibration" which is a visual artifact and not limited to a certain technology. I definitely have known people who claim to prefer white text on black background, or the reverse, but the ideal approaches paper: reflective and with a smaller degree of contrast between fore and background.
The default Myst Online: URU Live Forum skin, which I assume we're all using right now, is much closer to the in-game interface, and although it has more texturing than is probably necessary it doesn't get in the way. The Forum hierarchical ordering (Myst Online Forums > Open Source Mystonline - General Discussion > New Message) is in a pleasing tan color, and tricks of contrast make the bold "New Message" look nearly white already.
It would be kinda cool to have customizable color schemes for the interface - maybe something a bit darker when you're in the City, with the tan interface in more appropriate areas (Cleft, desert Ages, Relto), or the ability to selectively choose a theme for usability.
The KI can definitely be improved, but it's integral to Uru that it remain separate in style to the actual "backend" UI elements. It is a reprogrammed centuries- (millienia- ?) old device hacked by a private group operating on a shoestring budget, after all. It can definitely be improved, but I'd prefer to see this as new organization of stuff on the existing skin if possible.
Bottom line: Keep the old style, please.
Of course, there are definitely a few things I agree with!
Upgrades I'd like to see would be resizing of the various tool windows, a better tool for panning and viewing the avatar (it shouldn't be restricted to a tiny square on the avatar creation screen, which is one of the dubious features of the original "backend" UI) faster switching between game "backend" tools and the game proper. Of course, for the reason that I mentioned before - you don't have this stuff open all that much, and I don't expect that to change with shards and other cruft - this mostly strikes me as rather low-priority.
If anybody really wants examples, I suppose I could try to bodge something together with screenshots and MSPaint, but it wouldn't be particularly pretty
Aside from the readability problems posed by the font in Gehn's examples, I think that any attempt to mix the back-end stuff with the immersive experience of Uru is missing the point of the game somewhat.
Uru, through the versions I've played, has the following major interface elements:
The "backend" (I know this isn't technically the backend, but I"m appropriating the term): Tools such as the login screen, player creation, video options, key binding; stuff you find by pulling up menus and at the start screen.
The in-game KI and device consoles: Function with quirks and features you'd expect from real-world devices.
The BRIDGE: Design elements, such as the pull-up menu on the bottom of the screen, that allow you to access certain functions that aren't used often, such as the video options or key bindings, in-game.
My thoughts about this setup:
First off, keeping the "backend" tools as far from the main game experience as possible is a good goal. In my view, the minimalist boxes pulled up at the beginning or by the bridge do as little as possible to disrupt the notion that you're in a new world; they kinda remind me of using an old black and white Macintosh computer and then going about your normal business.
My problem with Gehn's, aside from the font and a number of other artistic concerns, is that there's a mix of artwork and text that tries to draw you into the feeling you're in Uru. Notice that the original Uru "backend" is pretty standard, like that old Macintosh computer; most users won't use the key bindings or video options more than a few times at the beginning, when they're expected to be thinking along the lines of normal out-of-cavern people about what's in the game - back when they're on the Cleft, in fact. The only time you'll usually see this backend is when starting up a game, which is appropriate as the login tools serve as a portal from our world into Uru's. Suspension of disbelief is minimized.
My problem with Tweek's is similar; it's throwing a layer over the game world. I don't think anything is achieved from spoiling (if that's not in-Cavern character modification while logged in I'm looking at, which would be a rather odd, although unique, feature) what the City looks like from the get-go, and I don't think it's a good idea to alter the way the actual game world looks for the sake of a black-and-white high-contrast interface. Recall that the tools, brought up by the bridge, are a little window pasted onto the game world, like a sign in your path. You can knock them down and go right back into the game whenever you like. Importantly, the game world around you is not dimmed or placed behind a translucent layer or any other stuff; it's kinda like the modern FPS games where a character holds up some random gadget and the rest of the world remains as before (perhaps blurred, but I have issues with that since it assumes a person will hold their focus right onto a spot, which is unrealistic).
tl;dr: Tweek's design, in my view, assumes a player focus. You can't really look around the game world much with a "backend" tool window opened, but the idea is that it's less jarring.
I'll let somebody with more experience discuss the basic negatives of high-contrast text on computers. Note that although that was written in the age of CRTs, a lot of the lessons it describes are still with us, including "vibration" which is a visual artifact and not limited to a certain technology. I definitely have known people who claim to prefer white text on black background, or the reverse, but the ideal approaches paper: reflective and with a smaller degree of contrast between fore and background.
The default Myst Online: URU Live Forum skin, which I assume we're all using right now, is much closer to the in-game interface, and although it has more texturing than is probably necessary it doesn't get in the way. The Forum hierarchical ordering (Myst Online Forums > Open Source Mystonline - General Discussion > New Message) is in a pleasing tan color, and tricks of contrast make the bold "New Message" look nearly white already.
It would be kinda cool to have customizable color schemes for the interface - maybe something a bit darker when you're in the City, with the tan interface in more appropriate areas (Cleft, desert Ages, Relto), or the ability to selectively choose a theme for usability.
The KI can definitely be improved, but it's integral to Uru that it remain separate in style to the actual "backend" UI elements. It is a reprogrammed centuries- (millienia- ?) old device hacked by a private group operating on a shoestring budget, after all. It can definitely be improved, but I'd prefer to see this as new organization of stuff on the existing skin if possible.
Bottom line: Keep the old style, please.
Of course, there are definitely a few things I agree with!
Upgrades I'd like to see would be resizing of the various tool windows, a better tool for panning and viewing the avatar (it shouldn't be restricted to a tiny square on the avatar creation screen, which is one of the dubious features of the original "backend" UI) faster switching between game "backend" tools and the game proper. Of course, for the reason that I mentioned before - you don't have this stuff open all that much, and I don't expect that to change with shards and other cruft - this mostly strikes me as rather low-priority.
If anybody really wants examples, I suppose I could try to bodge something together with screenshots and MSPaint, but it wouldn't be particularly pretty

